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Any individual with sufficient means can field an army. In the BIRTHRIGHT battle system, armies consist of one or more units. Each unit represents a fighting company and has statistics that represent the relative effectiveness and costs of the unit in mass warfare. All domain-level military actions, strategic movement, and tactical battle are resolved at the unit level.

The overall attributes of a military unit is represented by a set of statistics similar to ability scores, attack bonuses, and hit points used to represent the combat statistics of characters. Unit statistics are abstractions that represent the effectiveness and expenses of the unit's soldiers, including their skill, their equipment, their training in military formations, their morale, the number of soldiers in the unit and other factors relevant to warfare. These ratings do not necessarily correspond with the attack bonuses or armor class of the individual soldiers in the unit but are a reflection of the unit as a whole.

Melee: This statistics measures the overall offensive effectiveness of the unit in hand-to-hand battle.

Rating

Example

+ 0

Poorly armed peasants

+ 2

Soldiers with standard training, but little specialized training in military formations

+ 4

Well-trained warriors trained in military formations for hand-to-hand combat

+6

Seasoned veterans with substantial training

Missile: This rating represents the overall offensive effectiveness of the unit in ranged battle. Not all units have missile capability. Units with an adjusted missile rating of +0 or below may not make missile attacks.

These ratings measure the effective mobility of a military unit. Army units have one movement rating that is used at both the strategic and tactical levels. Naval vessels have two movement ratings, a Move rating that measures the unit's relative movement in tactical battle, and a Sail rating that measures its speed in strategic movement. Move: At the tactical level, the move rating of an army unit determines the number of areas that can be moved on the battle map per tactical battle round. At the strategic level, the movement rating for an army unit is used to determine the number of provinces that can be crossed per war move (one week).

Rating

Example

1

Unit of standard foot soldiers

2

Unit of lightly equipped, trained foot, or heavy armored cavalry

3

Unit of lightly armored cavalry

A ship's Move rating measures its speed and maneuverability in battle; naval vessels must step their masts or reef their sails to prevent sail damage and reduce the risk of fire in battle. Oars are used to provide the maneuverability and short bursts of speed that are vital in ship-to-ship combat. Sail: A naval unit's sail rating measures the number of maritime areas that the vessel can move per week. Although long sleek ship without oars may be difficult to use in combat, they may be capable of traverse far greater distances over the long haul.

Muster cost: This rating measures the cost in gold bars (GB) required to hire, outfit, and train a military unit status. The muster cost of a unit is also used to determine its seasonal maintenance expense.

Rating

Example

0

Poorly equipped untrained militia

2

Standard unit of professional foot soldiers

4

Standard unit of professional cavalry

Cargo: This rating represents the effectiveness of the ship as a merchant vessel. Each cargo unit represents enough space to store 1 GB worth of bulk trade goods. This rating is used to determine the vessels necessary to support naval trade routes. Bunks: This rating represents the maximum number of units that a vessel can transport. This maximum rating assumes that all bunks are rotated every eight hours (hot-bunking) and that all deck space is utilized. Food and equipment for the unit also take 1 GB of normal cargo space per unit. Mounted units require an additional 2 GB (3 GB total) of cargo space for their mounts, livery, and fodder.

When a unit makes an attack, you roll a d20 and add the unit's attack bonus. If the result equals the target's defense or better, you hit and deal damage. Units have two basis attack bonuses. A unit's melee rating is used in hand-to-hand combat A unit's missile rating is used in ranged combat. Many modifiers may affect the attack roll, including bonuses provided by charging, terrain bonus/penalties, and special bonuses/penalties against certain types of units. A natural 20 always hits, and a natural 1 always misses, as per standard combat. Critical hits: All units have a threat range of 19-20 and a x2 critical multiplier. Thus, when you make a unit attack roll and hit with a natural 19-20, you have scored a threat. To find out if it is a critical hit, you immediately make a critical roll - roll another attack roll with all the same modifiers as the attack roll you just made. If the critical roll also results in a hit against the target's defense, your original attack is a critical and inflicts double damage. Standard d20 mechanics for multiple multipliers apply; thus a critical (x2) hit made by pikemen against a charge (x2) inflicts x3 damage.

When a unit successfully attacks another unit, damage is inflicted. A unit that accumulates a number of hits of damage equal to their maximum hit rating is destroyed.
If a unit takes damage in tactical combat, it must make a morale save against DC 10 or be routed (see the section on Tactical warfare for details). A unit that takes two hits in a single critical attack only makes one morale save. Subdual damage: Fatigue, weather, and exhaustion can inflict temporary unit damage. Likewise, military units may attack to capture rather than slay their enemies. This temporary damage is considered to be subdual damage. Engaged military units can inflict subdual damage by taking a -4 penalty to their melee attack. When a unit's subdual damage equals its current remaining hits, it is staggered. It doesn't matter whether the subdual damage equals or exceeds the unit's current hits because the subdual damage has gone up or because the unit's current hits have gone down. If a unit's subdual damage exceeds its current hits, the unit is destroyed. Staggered : A staggered unit moves at half-speed and is as likely to surrender to an opposing army as it is to fight. Staggered units must make an opposed morale save in every round in which it is engaged in battle. If the staggered unit fails the check, it surrenders and is taken off the field of battle. Healing damage : Unit damage is recovered by resting the unit in garrison. An army unit is considered to be in garrison if it rests in its home province for one month. Naval units can garrison in any friendly shipyard. Units cannot heal if hostile forces are present. For every month that a unit rests in garrison it recovers one hit. Subdual damage heals at the rate of one hit per week of rest in garrison.

Generally, when a unit is subject to unusual conditions such as combat, magical attack, inclement weather, or exhaustion, the unit gets a saving throw to avoid or reduce the effect. At the unit level, there is only one type of saving throw, the morale save. The morale save represents the affects that discipline, experience, equipment, and a strong command structure can have in dangerous military situations.
A morale save is a d20 + the unit's morale rating. A scion commander may modify the morale saves of their units by spending regency to provide a one-for-one bonus. This represents the increased morale, diligence to duty, and deprivations that loyal soldiers are willing to undergo due to loyalty to (or fear of) their commanding officer. A regent acting as commanding officer may spend RP to provide a bonus on a one-to-one basis for any morale save of a unit under their command.

A unit that has been placed on the defensive by a particularly effective attack is routed. Every time a unit takes damage in tactical combat, it must make a morale save (DC 10) or become routed. Routed units suffer a -4 penalty to all attack rolls in tactical combat. Furthermore, routed units must always attempt to retreat from hostile forces (if possible) and flee the field of battle. See Tactical warfare for details.
Routed units may attempt to recover morale every tactical round. Units with exceptional leaders and high base morale can quickly recover. Units with low morale are likely to retreat to their reserves and remain their throughout the battle. Units can only be routed in tactical combat. Long-term morale penalties are represented at the strategic level as subdual damage.

All units must select one of the following basic unit types to represent their basic weapon and formation training: Archer (Achr): Archers include bowmen, crossbowmen, slingers, javelin men, and other units whose principle training is in coordinated missile attack. Archer units are carefully trained to focus their fire as directed by officers on vital points in advancing lines or to evenly distribute fire throughout the enemy ranks.
Archers are generally equipped with light armor and a simple melee weapon in addition to their missile weapon. Archer units are most effective if they are mobile enough to flank and evade slower, more heavily armed units. Base unit ratings : +0 melee, +2 missile, 2 hits, move 1, +2 morale, +0.5 GB muster cost. Special : Archer units gain a +2 bonus to missile attacks against mounted units. Artillerist (Art): Artillerist units consist of soldiers trained in the use of heavy missile devices and in the construction and use of siege equipment. Artillerists are commonly armed with arbalests, ballista, light catapults, and other slow, cumbersome, but powerful missile artillery weapons. Artillery soldiers are specialists in the use of artillery weapons; they generally wear little armor and are relatively unskilled in hand-to-hand combat. Artillerists are most useful when the can be protected from direct engagement with the enemy by other units, terrain, or prepared fortifications.
Artillerists carry equipment including tools, and the soldiers are trained in tunneling (sapping) and the construction of heavy siege equipment, including catapults, mangonels, covered rams, scaling ladders, and siege towers. A unit of artillerist provides significant advantages to an army attempting to take a fortification by siege or storm. When attacking with their missile rating, artillerist units have increased range and can ignore any defensive bonus their target would normally receive from fortification or defensive terrain. Base unit ratings : -2 melee, +4 missile, 2 hits, move 1, +2 morale save, +3 GB muster cost. Special : Artillerist have a two area missile range in tactical combat and ignore any terrain/fortifications AC bonuses to their target. Artillerists provide a +4 to Warcraft checks made to allow foot units to enter fortified areas under siege/storm. Cavalry (Cav): Cavalry units include any unit primarily composed of swift animals (Speed 40+) and their riders. Calvary units can charge their opponents to inflict heavy initial damage. A well-timed cavalry charge can smash almost any defense. When charging, cavalry units receive a +2 bonus to their melee attack.
Light cavalrymen wear medium armor and generally fight with spear, crossbow or shortbow, and sword. Heavy cavalry units wear heavy armor and generally fight with a lance or with a medium martial weapon and shield. Base unit ratings : +2 melee, +0 missile, 2 hits, move 3, +2 morale save, +2.5 GB muster cost. Special : Cavalry units gain a +2 attack bonus when charging. A charge is allowed only in the initial round of engagement and only if the cavalry unit has at least one move unused. Infantry (Inf): Infantry units consist of well-trained, well-equipped foot soldiers. They attack in formation to maximize their offensive potential and defensive capability. Infantry formations are particularly effective in hand-to-hand battle against ill-trained troops or troops poorly equipped for close quarters battle. Infantry units are generally equipped with medium or heavy armor and are armed with martial weapons. Base unit ratings : +2 melee, no missile, 2 hits, move 1, +2 morale save, +0.5 GB muster cost. Special : Infantry units gain a +2 melee attack bonus against irregulars and pikes. Irregular (Irr): Irregulars include volunteers, conscripts, skirmishers, barbarians, marauders, and other soldiers that, regardless of individual skill, lack the cohesive unit training and discipline associated with a regular military unit. Base unit ratings : +2 melee, +0 missile, 2 hits, move 1, +0 morale save, +0.5 GB muster cost. Special : Irregular units can be drafted/conscripted. Such units have a training rating of Green unless otherwise noted. Pikemen (Pike): Pikemen consist of highly trained footman who are equipped with long weapons (such as pikes or spears) and trained to operate in dense formations. Front rank pikemen wield large martial weapons with reach (such as long spears) and a simple weapon (often a short sword) for close range battle. Pikemen often wear light or medium armor. Base unit ratings : +2 melee, no missile, 2 hits, move 1, +2 morale save, +0.5 GB muster cost. Special : Hits inflicted by Pike units do damage during the "charge" phase of tactical battle during the first round of an engagement. This attack inflicts double damage against charging units. Pike units gain a +2 attack bonus against mounted units.

The quality of armor and training in its use is a major factor in the mobility and survivability of a unit. Armor provides a defensive bonus, at the cost of mobility and the freedom to effectively wield missile weapons. A unit whose modified missile rating (due to armor) is below +0 loses the ability to make a ranged attack. All units must have one of the following armor ratings: None: The unit is not provided with armor. Unit modifier: defense 10, muster cost +0 GB. Light (Lt): The unit is equipped with light armor, such as leather armor. Unit modifier: defense 12, +0.5 GB muster cost. Medium (Md): The unit is equipped with medium armor, such as chain mail. Unit modifier: defense 14, -2 missile, -1 move, +0.5 GB muster cost. Heavy (Hv): The unit is equipped with heavy armor, such as half-plate. Unit modifier: defense 16, -4 missile, -2 move, +1.5 GB muster cost. Special: Heavy cavalry units gain an additional +2 attack bonus when charging.

A primary factor in the cost and effectiveness of a unit is the quality of the officers and the training of the its soldiers. All units have one of the following experience ratings: Green (-): The unit has little or no military training. Unit modifier: +0 morale. Standard: The unit has standard basic training. Most specialized units are mustered at the standard level. Unit modifier: +2 melee, +2 missile (if any), +1 move, +2 morale, +1 GB muster cost. Veteran (+): The unit has advanced training or extensive combat experience. Unit modifier: +4 melee, +4 missile (if any), +1 hit, +2 move, +4 morale, +2 GB muster cost.

Some military units are provided with specialized or advanced training in one or more areas. Green units may not take advanced training. Veteran units may have a single area of special training. Elite units may have two areas of special training. Advanced training (Melee+, Missile+, Def+, Mrl+): Units with advanced training gain a +2 bonus to melee, missile, defense, or morale ratings due to their special training or equipment. Unit modifier: +2 to selected rating, +1 GB muster cost. Berserk: Berserk units fight with total abandon and disregard for themselves and others. Only Rjurik, Vos, and goblinoid units regularly train Berserks. Unit modifier: +2 melee, -2 defense, +2 morale, +1 GB muster cost. Special: +2 attack bonus to melee when charging (mounted or afoot). Magical support: The soldiers have been trained to coordinate their activities with the aid of battle magic, and the unit contains a battle spell wagon with necessary ritual components. This special does not include the costs of arranging for a spellcaster to man the spell wagon. Unit modifier: +1 GB muster cost. Special: An appropriate trained spell caster can cast battle magic to support the unit (see Battle Magic). Marine: Marine units are seasoned in ship-to-ship combat. Only unmounted, human units may take marine training. Unit modifier: +1 GB muster cost. Special: +2 to melee and defense at sea, move freely through swamp terrain. Scout: Units with scout training are trained in quickly traverse hostile territory and returning with military intelligence. Scouts are well-versed in stealth and wilderness lore, thus they are often able to move rapidly, even through difficult terrain. Scouts identify hostile units in adjacent provinces (refer to the section on Strategic Movement for details).
Scout units are relatively small and thus have reduced melee and hits ratings. Scout unit combat training focuses on the use of missile weapons, stealth, and mobility. Unit modifier: -2 melee, +2 missile, -1 hit, +1 move, +1 GB muster cost. Special: Foot units in light or no armor may move freely through any terrain. Shield formation: Units with shield formation training employ large shields and are trained to use overhead shield walls to blunt the impact of offensive missile. Unit modifier: +1 GB muster cost.Special: Units gain a +4 bonus to defense against missile fire. Foot units only. Toughness: Members of the unit are trained rigorously to increase their endurance and morale. Unit modifier: +1 hit, +2 morale, +1 GB muster cost.

In addition to their basic unit type, a military unit may have one or more cultural modifiers.Anuirean (An): Anuirean military forces are highly disciplined and form the standard from which the military units of other nations are judged. Anuirean forces generally fight in tight formations and have excellent leadership. Anuirean units consist almost exclusively of well-trained, heavily armored soldiers. The Anuireans are famed primarily for the might of its cavalry, the skill of its officers, and the awesome size of its armies.Brecht (Br): The Brecht culture has a high regard for individual fighting prowess. Its hot-tempered warriors have little interest in training or fighting in formation. Once a Brecht unit is engaged, the melee often devolves into hundreds of individual duals. Characteristically, heavy armor is scorned by most Brecht warriors in favor of higher personal mobility. Brecht do not field Pikemen. Dwarf (Dw): Dwarven units are always well-trained and well equipped. Their highly organized formations are nearly impossible to penetrate. The slow but inexorable dwarven units are prized as mercenaries. Cerilian dwarves do not field Cavalry and cannot take Marine training. Special: All dwarven units take advanced training in defense. Dwarven units move through mountain terrain freely. +2 to morale saves involving magical attacks. Elf (Elf): Elves are superior archers, and their cavalry are the swiftest and most dangerous in all Cerilia. Elves serve non-elven leaders in only the most unusual circumstances and are never available as mercenaries. All elven must take Scout special training. Due to their long life spans, most elven units consist of veteran warriors. Elves do not field units of levies, pikemen, or artillerists. Elven units do not normally use heavy armor. Special: All elven units take scout training. Elven units have no limit on the number of special training options that they may take. Gnoll (Gn): Bands of fierce, but ill-equipped, gnolls are always ready to fight for gold and loot. Due to their fierceness, Gnoll units are usually veteran units. Gnolls prefer use light armor. Characteristically, gnoll units muster quickly, demand the right to pillage, and have relatively low morale; thus they are treated as mercenaries. Gnoll units may only be Irregulars or Infantry. Special: +2 morale in home terrain. All gnoll units are mercenaries.Goblin (Go): Although goblin units are usually undisciplined and poorly equipped, they compensate with sheer numbers and bloodlust. Goblin cavalry forces are generally mounted on wolves or other dangerous beasts.
Tribal goblin units are often available as mercenaries (or feared as marauders) in any area bordering goblin lands. Characteristically, tribal goblin units muster quickly, demand the right to pillage, and have relatively low morale; thus they are treated as mercenaries. Due to their lack of organized training, such units are often Green troops. It should be noted, however, that goblin realms often have disciplined and skilled armies that rival those of any human nation.
Goblins are fierce and warlike; thus, drafted goblin levies are irregulars. Goblins do not field artillerist or pikemen. Special : Tribal goblin units are mercenaries. Tribal goblins do not pay any increased muster/maintenance cost for being mercenaries.Khinasi (Kh): The lightly armored, swift cavalry strikes of the Khinasi are widely respected throughout Cerilia. Due to the heat of the native terrain, Khinasi military units wear little or no armor, depending on speed, instead depending on mobility to defend them from reprisal following a strike. The Khinasi do not field pikemen. Orog (Or): Both fierce and well-disciplined, Orogs are fearsome opponents. Orogs only field heavily armored, veteran units. Orog cavalry are generally mounted on giant lizards. Special: Orogs units always take toughness training. Rjurik (Rj): Rjurik forces are undisciplined but eager to do battle. Bands of unschooled Rjurik tribesmen can form infantry and cavalry forces comparable to any in Cerilia. In their homelands, Rjurik forces are particularly fierce, for the support of the druids provides them with nature, itself, as an ally. The Rjurik cannot field pikemen, artillerists, or heavily armored cavalry. Rjurik commoners are largely skilled woodsmen; thus, drafted Rjurik levies not Green, instead they are considered to be Standard units. Vos (Vo): In the wastes, every man must be a warrior. Vos warriors are highly skilled, ruthless, and seemingly without fear on the battlefield. Armored in heavy hide and fur and wielding spears, swords, and other massive weapons, the unorganized Vos hordes are easily able to match units of professional soldiers. The primary weakness of the Vos is their lack of organization, their superstitious beliefs, and their tendency to fight among themselves. The Vos cannot field Artillerist units. Vos males are all warriors; thus drafted Vos levies are not Green, instead they are considered to be Standard units. Special: All Vos units take toughness training.

Once a unit has been mustered, it can advance in ability only through training. Training standing units may be the only way to produce veteran units with muster requirements that exceed a regent's power in a province. Adding a special training improvement requires a character action from a character qualified to train the unit. Increasing experience (from Green to Standard, for example) requires battlefield experience or training similar to that required for special training.
A unit undergoing training must be garrisoned in a friendly province for an entire month under the command of its trainer. Units training in garrison are considered active for the purpose of determining maintenance costs. Units are trained by making a successful Lead check and then by paying the necessary difference in muster cost. The DC for the Lead check is 10 + the difference the muster cost of the units + five times the difference between the number of friendly law holdings and unit's new muster cost in GB. The training check is a skill check, not a domain action. Regency points cannot be spent on this check.
For example, a regent wishes to provide special marine training (+1 GB muster cost) to a unit of Anuirean Elite Infantry (muster cost 4 GB) in a province in which they hold a level 4 law holding. It would require a law (5) holding to allow a normal muster marine elite infantry (5 GB). One of the regent's lieutenants is an experienced fighter with several ranks of Profession (Sailor). The trainer must make a Lead check against a DC of 16 (10 + 1 GB + 5 [5 x 1 holding level]) to successfully train the unit.
If successful the difference between the unit's current muster cost and new muster cost must be paid immediately. There are no penalties for failure, save for the expended character action and the increased unit maintenance cost. Training checks can be retried without penalty in following months.

[hide][top]Behind the curtain: How many individuals are in an army unit?

An army unit consists of enough individuals to make a reasonable fighting force in mass combat. The actions of particularly strong individuals or small groups are not represented as a unit; instead they are represented as an adjustment to the unit with which they travel, using a Hero's card (refer to the section on tactical warfare). If it is necessary, for role-playing reasons, to determine the number of individuals in a unit then the following guidelines can be useful.
A military unit has an encounter level (EL) of roughly 14 + half of the unit's muster cost. For example, a unit of standard infantry (muster cost 2 GB) is approximately EL 15. If we assume that the soldiers in the unit are a 1st-level warriors (CR 1), then we can determine that it requires 128 soldiers CR 1 soldiers to create a standard EL 15 unit. Thus, there are approximately 128 soldiers in a standard unit.
Elite units often consist largely of veteran troops and a core contingent of specialized warriors. These forces work together in order attack to maximize the damage to the enemy. Only a small fraction of the individuals in a unit of Anuirean Knights, for example, are actually knights. The majority of the unit consists of light cavalry, retainers, and other support troops that accompany the knight. Likewise, an Ogre unit will generally contain a sizable contingent of goblin support troops. As a rule of thumb, the specialized troops should make no more than 50% (base EL - 2) of the overall unit strength. A unit of Varsk riders (EL 18) might consist of both mounted varsk riders (CR 5) and mounted support personal (CR 2). This unit might contain approximately 50 mounted varsk riders (EL 16) and 100 support personal (EL 16) for a total encounter level of 18.

Naval units consist of a single vessel and its crew. Most regions have three common ships: a light trader, a light warship, and a heavy warship. Warships generally act as merchantmen during peacetime.Caravel: The caravel is a two-masted, square-rigged light warship, with raised fore and stern castles armed with light catapults capable of firing shot and pitch.Coaster: The standard Anuirean light trader, this is a fast single-masted trading and fishing ship rigged fore and aft with triangular lateen sails. Coasters serve as scouts and couriers in wartime. Coasters are fitted with arbalests that are primarily useful for sniping enemy sailors and officers.Cog: This two-masted, square-rigged heavy warship resembles a caravel but has a broader beam. It is slow, but seaworthy. The cog has raised fore and stern castles armed with light catapults capable of firing shot and pitch. The cog has a waterline-mounted ram, but this weapon is difficult to use due to the cog's lack of maneuverability.Dhoura: The dhoura is the standard Khinasi light warship and merchantman. It resembles a dhow, but is triple-masted and has a raised afterdeck. The afterdeck houses a light catapult.Dhow: The dhow is a single-masted lateen-rigged light trader. The dhow is the common Khinasi boat for fishing and light trade. Dhows serve as scouts and couriers in wartime and are fitted with arbalests that are primarily useful for sniping enemy sailors and officers.Drakkar: The open drakkar is the favored warship of the Vos. It is heavy version of the longship and features banks of mighty oars. This warship has a single mast with a square-rigged sail, but sails poorly as it is primarily designed for rowing speed in battle.Galleon: Galleons are great three-masted warships with forecastles and sterncastles three or four decks high. Galleons are difficult to damage using weapons of war, but their rigid construction and high center of gravity makes them far less sea worthy than many smaller ships. Galleons are armed with a massive ram and heavy catapults capable of firing shot or pitch.Keelboat: Keelboats are small (50 - 70ft) flat-bottomed, single-masted boats primarily designed for use on rivers and other shallow areas. They are used primarily as small fishing or trading vessels. Due to their shallow draft, keelboats can move safely along rivers by both day and night, but they are not highly sea-worth and rarely leave sight of land.Knarr: The knarr is a heavy version of the Rjurik longship. In addition to its ram, the knarr is mounted with arbalests and shot ballista.Longship: For more than a thousand years, fishing villages have feared the raiders of the Rjurik longships. These clinker-built open boats are designed to be reasonably effective sailing vessels without sacrificing the ship's maneuverability when rowing in battle. Longships have only a single deck, and do not use a rudder; they are piloted by the use of an oversized oar on each side of the boat's stern. Longships use their waterline mounted rams and quick darting speed to exceptional effect in naval battle.Roundship: The Brecht roundships are the most sea-worthy vessels in Cerilia. Roundships are broad-beamed cargo vessels with three masts and square rigging. Although primarily designed for trade, they are effective heavy warships. They have several decks and forecastles armed with heavy catapults capable of firing shot or pitch. However, roundships have poor maneuverability and cannot use a ram effectively. Instead, they often carry a fully complement of marines capable of repelling all but the most resolute boarding parties.Zebec: This heavy Khinasi warship looks like a dhoura but is longer, slimmer, and faster. Zebecs are designed for a single purpose - war. The zebec has very little cargo space, but is maneuverable and carries heavy catapults fore and aft as well and a devastating ram at the prow.